events

package
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Published: Oct 24, 2017 License: MIT Imports: 2 Imported by: 0

Documentation

Overview

Package events contains all events that can be sent out from demoinfocs.Parser.

Index

Constants

This section is empty.

Variables

This section is empty.

Functions

This section is empty.

Types

type BombAbortDefuseEvent

type BombAbortDefuseEvent struct {
	Defuser *common.Player
	HasKit  bool
}

BombAbortDefuseEvent signals that defusing was aborted.

type BombAbortPlant

type BombAbortPlant struct {
	BombEvent
}

BombAbortPlant signals the abortion of a plant.

type BombBeginDefuseEvent

type BombBeginDefuseEvent struct {
	Defuser *common.Player
	HasKit  bool
}

BombBeginDefuseEvent signals the start of defusing.

type BombBeginPlant

type BombBeginPlant struct {
	BombEvent
}

BombBeginPlant signals the start of a plant.

type BombDefusedEvent

type BombDefusedEvent struct {
	BombEvent
}

BombDefusedEvent signals that the bomb has been defused.

type BombEvent

type BombEvent struct {
	Player *common.Player
	Site   rune
}

BombEvent contains the common attributes of bomb events. Dont register handlers on this tho, you want BombEventIf for that.

type BombEventIf

type BombEventIf interface {
	// contains filtered or unexported methods
}

BombEventIf is the interface for alll the bomb events. Like NadeEventIf for NadeEvents.

type BombExplodedEvent

type BombExplodedEvent struct {
	BombEvent
}

BombExplodedEvent signals that the bomb has exploded.

type BombPlantedEvent

type BombPlantedEvent struct {
	BombEvent
}

BombPlantedEvent signals that the bomb has been planted.

type BotTakenOverEvent

type BotTakenOverEvent struct {
	Taker *common.Player
}

BotTakenOverEvent signals that a player took over a bot.

type DecoyEndEvent

type DecoyEndEvent struct {
	NadeEvent
}

DecoyEndEvent signals the end of a decoy.

type DecoyStartEvent

type DecoyStartEvent struct {
	NadeEvent
}

DecoyStartEvent signals the start of a decoy.

type FinalRoundEvent

type FinalRoundEvent struct{}

FinalRoundEvent signals the 30th round, not raised if the match ends before that.

type FireNadeEndEvent

type FireNadeEndEvent struct {
	NadeEvent
}

FireNadeEndEvent signals the end of a molly/incendiary.

type FireNadeStartEvent

type FireNadeStartEvent struct {
	NadeEvent
}

FireNadeStartEvent signals the start of a molly/incendiary.

type FlashExplodedEvent

type FlashExplodedEvent struct {
	NadeEvent
}

FlashExplodedEvent signals the explosion of a Flash.

type FreezetimeEndedEvent

type FreezetimeEndedEvent struct{}

FreezetimeEndedEvent signals that the freeze time is over.

type HeExplodedEvent

type HeExplodedEvent struct {
	NadeEvent
}

HeExplodedEvent signals the explosion of a HE.

type HeaderParsedEvent

type HeaderParsedEvent struct {
	Header common.DemoHeader
}

HeaderParsedEvent signals that the header has been parsed.

type ItemDropEvent

type ItemDropEvent struct {
	Weapon common.Equipment
	Player *common.Player
}

ItemDropEvent signals an item was dropped

type ItemEquipEvent

type ItemEquipEvent struct {
	Weapon common.Equipment
	Player *common.Player
}

ItemEquipEvent signals an item was equipped

type ItemPickupEvent

type ItemPickupEvent struct {
	Weapon common.Equipment
	Player *common.Player
}

ItemPickupEvent signals an item was bought or picked up.

type LastRoundHalfEvent

type LastRoundHalfEvent struct{}

LastRoundHalfEvent signals the last round of the first half.

type MatchStartedEvent

type MatchStartedEvent struct{}

MatchStartedEvent signals that the match has started.

type NadeEvent

type NadeEvent struct {
	NadeType common.EquipmentElement
	Position r3.Vector
	Thrower  *common.Player
}

NadeEvent contains the common attributes of nade events. Dont register handlers on this tho, you want NadeEventIf for that

func BuildNadeEvent

func BuildNadeEvent(nadeType common.EquipmentElement, thrower *common.Player, position r3.Vector) NadeEvent

type NadeEventIf

type NadeEventIf interface {
	// contains filtered or unexported methods
}

NadeEventIf is the interface for all NadeEvents. Used to catch the different events with the same handler.

type PlayerBindEvent

type PlayerBindEvent struct {
	Player *common.Player
}

PlayerBindEvent signals that a player has connected.

type PlayerDisconnectEvent

type PlayerDisconnectEvent struct {
	Player *common.Player
}

PlayerDisconnectEvent signals that a player has disconnected.

type PlayerFlashedEvent

type PlayerFlashedEvent struct {
	Player *common.Player
}

PlayerFlashedEvent signals that a player was flashed.

type PlayerFootstepEvent

type PlayerFootstepEvent struct {
	Player *common.Player
}

PlayerFootstepEvent occurs when a player makes a footstep

type PlayerHurtEvent

type PlayerHurtEvent struct {
	Player       *common.Player
	Attacker     *common.Player
	Health       int
	Armor        int
	Weapon       *common.Equipment
	WeaponString string // Wrong for CZ, M4A1-S etc.
	HealthDamage int
	ArmorDamage  int
	Hitgroup     common.Hitgroup
}

PlayerHurtEvent signals that a player has been damaged.

type PlayerJumpEvent

type PlayerJumpEvent struct {
	Player *common.Player
}

PlayerJumpEvent signals that a player has jumped.

type PlayerKilledEvent

type PlayerKilledEvent struct {
	Weapon            *common.Equipment
	Victim            *common.Player
	Killer            *common.Player
	Assister          *common.Player
	PenetratedObjects int
	IsHeadshot        bool
}

PlayerKilledEvent signals that a player has been killed.

type PlayerTeamChangeEvent

type PlayerTeamChangeEvent struct {
	Player  *common.Player
	NewTeam common.Team
	OldTeam common.Team
	Silent  bool
	IsBot   bool
}

PlayerTeamChangeEvent occurs when a player swaps teams.

type RankUpdateEvent

type RankUpdateEvent struct {
	SteamID    int64
	RankOld    int
	RankNew    int
	WinCount   int
	RankChange float32
}

RankUpdateEvent signals the new rank. Not sure if this only occurs if the rank changed.

type RoundAnnounceMatchStartedEvent

type RoundAnnounceMatchStartedEvent struct{}

RoundAnnounceMatchStartedEvent signals that the announcement "Match Started" has been displayed.

type RoundEndedEvent

type RoundEndedEvent struct {
	Message string
	Reason  common.RoundEndReason
	Winner  common.Team
}

RoundEndedEvent signals that the last round is over

type RoundMVPEvent

type RoundMVPEvent struct {
	Player *common.Player
	Reason common.RoundMVPReason
}

RoundMVPEvent signals the announcement of the last rounds MVP.

type RoundOfficialyEndedEvent

type RoundOfficialyEndedEvent struct{}

RoundOfficialyEndedEvent signals that the round 'has officially ended', not exactly sure what that is tbh.

type RoundStartedEvent

type RoundStartedEvent struct {
	TimeLimit int
	FragLimit int
	Objective string
}

RoundStartedEvent signals that a new round has started.

type SayText2Event

type SayText2Event struct {
	Sender    *common.Player
	Text      string
	IsChat    bool
	IsChatAll bool
}

SayText2Event signals a chat message. Not sure what the difference between this and SayTextEvent is.

type SayTextEvent

type SayTextEvent struct {
	EntityIndex int
	Text        string
	IsChat      bool
	IsChatAll   bool
}

SayTextEvent signals a chat message. Not sure what the difference between this and SayText2Event is.

type SmokeEndEvent

type SmokeEndEvent struct {
	NadeEvent
}

SmokeEndEvent signals the end of a smoke (fade). Not sure if this means it started to fade, completely faded or something in between.

type SmokeStartEvent

type SmokeStartEvent struct {
	NadeEvent
}

SmokeStartEvent signals the start of a smoke (pop).

type TickDoneEvent

type TickDoneEvent struct{}

TickDoneEvent signals that a tick is done.

type WeaponFiredEvent

type WeaponFiredEvent struct {
	Shooter *common.Player
	Weapon  *common.Equipment
}

WeaponFiredEvent signals that a weapon has been fired.

type WinPanelMatchEvent

type WinPanelMatchEvent struct{}

WinPanelMatchEvent signals that the 'win panel' has been displayed. I guess that's the final scoreboard.

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